[Bf-committers] Collada-exports: What target software works with them ?

Gaia Clary gaia.clary at machinimatrix.org
Sun Feb 5 15:51:37 CET 2012


Hi.

A few days ago i have added some information to the Collada Wiki Page
about which software tools do accept Blender's current Collada exports:

http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Import_Export

I now have reorganized the page a little bit so that we can add information
about what works and what not. It would be great if people who use other
3D tools or target  game engines could add some test results
(from Blender 2.61) to the wiki or report here in the mailing list.

As soon as Juha's patch finds its way into trunk, i will also start testing
on trunk, prepare more test cases, and report my own test results on the 
Wiki.

For curious testers: The Wiki page already contains a few dae files for 
testing.
These dae files have been created with Juha's patch and i know they work
for Second Life. But i have not yet seen any feedback from users of other
target software.

So you might be curious and just take the provided dae files, import 
them to your
other tool and report back what breaks or what works for you. That would 
help us
a lot to step forward.

thank you,
Gaia


Am 01.02.2012 10:05, schrieb Gaia Clary:
> Hi.
> Should we fully switch discussion to the Wiki page ?
> I answer here and add a comment to the Wiki as well.
>
> http://wiki.blender.org/index.php/Dev_talk:2.5/Source/Development/Todo/Import_Export
>
> More see below...
>
> Am 31.01.2012 07:51, schrieb Juha Mäki-Kanto:
>> Hi, Gaia
>>
>> Good to hear it does something right:) In response:
>>
>> 1.) Does it work ok with maya without the Second Life- box checked? There
>> are some other changes to export which may also affect results.
> I have contacted the Maya user for giving me some more help.
> Unfortunately he
> is under pressure and can get to testing only in a few days. I tell you
> the results
> as soon as i get them. In the mean time i try to get a Maya test license.
>
>> 2. and 3.) The export with compatibility mode is probably the same as
>> 2.49b. I still need to do some research on that with different software to
>> have a better understanding, but in the end it's a cosmetic/UI issue which
>> is the preferred mode if it comes to that.
> I do not understand what you have in mind here. Do you think about
> an export option like:  "[ ] enable 90 degree rotation"
> Probably it is best to first see if other programs need that rotation thing
> and then decide if such an option is needed at all, or just the code fix
> would be fine.
>
>> 4.) The imported bones should come out as the regular rig unless your
>> pipeline is modifying the armature somehow? Adding bones for example would
>> mess with reinterpreting the bones as lines between joints.
> There is no scripting involved in the tests i made. The current state
> (with your patch):
>
> export character only: Reimport to Blender results in 3 objects of size 0
> export character+rig: Reimport to blender gives 3 objects of correct
> size plus an
> armature with 90 degree rotation of each bone around z-axis
>
>> I'll probably separate the patch into two parts since the exporting code is
>> more straightforward and the compatibility part can be controlled from the
>> UI so it should have a better change of making it in. The importer part is
>> bit more involved, have to see about it.
> It would be a good starting point to see the exporter patch in trunk. I
> am sure as soon as
> the patch is in Blender, there will be a lot of users going to test it.
>
> cheers
> Gaia
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